Creature — Elemental Mutant
Graft 4 (This creature enters the battlefield with four +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
When Cytoplast Root-Kin enters the battlefield, put a +1/+1 counter on each other creature you control that has a +1/+1 counter on it.
(2): Move a +1/+1 counter from target creature you control onto Cytoplast Root-Kin.
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Cytoplast Root-Kin Discussion
6 days ago
Well, if you can tell me what it's centered around, I can probably help you a little more than I can at the moment. For the moment, I will assume +1/+1 counters.
Rishkar, Peema Renegade turns the creatures with counters on them into basically mana dorks.
Avatar of the Resolute, Undergrowth Champion, Renegade Krasis, Cytoplast Root-Kin, Gyre Sage, Fungal Behemoth, Champion of Lambholt, Anafenza, Kin-Tree Spirit, maybe Sunbringer's Touch, Cathars' Crusade, and Death's Presence are also nice.
For some more value with your +1/+1 counters, you can run Ainok Bond-Kin, Tuskguard Captain, and Abzan Battle Priest. Same can be said about Solidarity of Heroes, Inspiring Call, Armorcraft Judge, etc.
Once again, I sort of jumped to conclusions about your deck upon seeing some of the cards in it. I hoped these suggestions are on the right track of what you wanted this deck to be, and good luck with your deck.
3 weeks ago
Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.
I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.
I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.
Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.
These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.
Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.
Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.
Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
1 month ago
This is a cool build. Have you considered splashing Black if not just for Winding Constrictor? I've been testing a B/G version of a similar deck myself, and the removal that Black packs is just immeasurable useful in some matchups. I also have a Heartless Summoning Sub-theme going on, but that doesn't necessarily apply here. If you want to stay mono Green though then I'd highly consider at least a copy of Cytoplast Root-Kin because of busted counter-moving shenanigans with Hardened Scales. Walking Ballista and Hangarback Walker might also be of use. Here's my list if you're interested:
1 month ago
4 months ago
Thanks for all the suggestions everyone- I'll try my best to overview them all in turn here:
seshiro_of_the_orochi- Glad you like the deck! Hooded Hydra was actually considered in the initial build but was quickly replaced with Primordial Hydra. I found the Trample to be more relevent then trying to go-wide after it's death. Additionally, the deck benefits more from counters being added each turn, rather than one big burst of counters. On the other hand, the go-wide strategy is appealing, and has led me to considering Hangarback Walker..... Thoughts?
Emzed-I believe that Nissa tends to support the go-wide strategy more than the individual overwhelmingly large creatures. I think if Hangarback Walker does find a home here, then I believe Nissa would be the logical follow-up. However, I can't believe I missed Llanowar Reborn. Immediate 4-of. Thanks!!
amicdeep- I heartily appreciate the mass of suggestions! However, swapping the black out for blue defeats the purpose of the deck, which was to build around Winding Constrictor, Hardened Scales, and Corpsejack Menace. Evolve mechanics were considered, but that would require having other creatures who's base power and toughness were inherently higher rather than ones who grow over time. As I'm not going wide, field wipes concern me less as individual killspells, which is how Blossoming Defense won out over Inspiring Call, so long as I'm smart enough not to overextend (which there are no promises on that front). Instants and sorceries that provide one-time counter additions didnt interest me as much as creatures that can continuously add their own, freeing up slots for removal or other utility, and I found Bioshift to require too much setup to use properly (at least two creatures on the board, a counter replicator, and a reason to move the counters etc), but may find a home once I get some further testing in. Cytoplast Root-Kin is tempting for it's ability to (oddly) abuse the counter-producers, but only onto itself and it unfortunately doesn't have a way to punch through.
4 months ago
Experiment One, Avatar of the Resolute, Scavenging Ooze, Strangleroot Geist, Cytoplast Root-Kin, Forgotten Ancient, Gyre Sage, Hunger of the Howlpack, Inspiring Call, Llanowar Reborn, Lotleth Troll, Mutant's Prey, Ordeal of Nylea, Bioshift, Burst of Strength
these are some good card i have used in similar decks. you may have more advantage if you use blue rather than black
4 months ago
Tuskguard Captain: It gives trample plus it can give itself counters.
Vorel of the Hull Clade: Doubles counters. 'nough said.
Gilder Bairn: Also doubles counters and isn't legendary, but you have to untap it to use its ability. there are many ways around this, but still the biggest drawback.
Servant of the Scale: One drop that gives out counters when it dies.
Slitherhead: Scavenge for zero.
Thrummingbird: Proliferate at 2 with evasion.
Nissa, Voice of Zendikar: Use the -2 like it's going out of style.
Bioshift: If someone casts a kill spell, this will save all of those precious counters.
Scavenging Ooze: Eats graveyards.
Scute Mob: The beetles grow ridiculously fast for only one mana.
Fertilid: Counters or you can pull out the rest of your basic lands, reducing the size of your library and making it easier to pull up spells.
Contagion Clasp: Proliferate plus a -1/-1 counter for something you dislike.
Epochrasite: Two drop that keeps coming back with counters.
The search I did to find these cards is here.